Character Generation* It must be said that some of the rules are borrowed from other sources *

Stats. Roll 3d6 six times using an online dice roller such as the one at Unseen Servant You may arrange your scores to suit.

Only fighters get the +1 bonus to-hit/damage with a STR score of 15 or more (with both melee and hurled weapons). Everyone is -1 to-hit/dam for STR scores of 6-

+/-20lbs carry capacity for same values

DEX bonus/penalties apply to everyone

Hit Points Max HP at first level

Starting Gold. Roll 3d6x10

1 gp = 10 sp = 100 cp

Encumbrance Let’s keep this simple as I’m not a weights and movement sort of guy. Assume ‘standard’ gear weighs 10 lbs., then add armor and weapon weights. Coins are 20 per pound (this may change)

Languages. Humans get a language for every point of INT over 10. Halflings know Elvish and Gnomish. Dwarves and Elves receive those as listed in WB

Races

Anyone playing an Elf must decide on playing either a Fighter or a Magic-User (none of that daily flopping) or an Elf variant. Elf variant will observe armor restrictions.

Elf fighters get a +1 to hit with a bow

Dwarves possess 60’ Darkvision

Classes

Fighters get a +1 BHB at 1st Level.

Spell-casters get an adjustment of +/- 1 to the target's saving throw vs. spells, when it applies, for INT (magic-users) or WIS (clerics) of 15+ or 6-

Magic-Users and Clerics can create scrolls of spells they know for 100gp per spell level and 1 week's labor

Magic-Users begin play with a spell book containing all 1st level spells. Anything else must be found or bought. Clerics do not have spellbooks, they just pray for spells each day.

Combat

Bind wounds: Any character can bind wounds of another after a combat. This cures 1d4 HP, but can only be done once per day per PC

0 HP is unconscious, death at negative hit points.

Magic-users can use the dagger or staff as a weapon.

Halflings and Dwarves cannot use two-handed swords or polearms.

'Shield will be splintered’ rule. Shields still provide bonus to AC. Player with shield as the option to have shield absorb all the damage of a singe blow. The shield is thereafter ‘splintered,’ rendered unusable and discarded.

Players will roll for their character's actions, except for those the GM must make for a player (like listening at a door). I'm brutally fair as I don't fudge rolls, ever. Death is part and parcel of the adventurer's trade, so don't be upset if your character dies. On the subject of rolls, I know how players can get around rolling on dice rollers, but I urge you to play honestly. If you cheat on your rolls, you'll be cheating yourself of a wonderful experience. If I do feel like the rolls are getting out of hand, then I might have to do all the rolls myself.

I am a fair GM. There will be no rules lawyering or god-modding. I am the final arbiter of the rules. The rules are just guidelines.